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Copy pathentities.rs
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89 lines (69 loc) · 2.94 KB
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use libcraft::{EntityKind, Position};
use protocol::packets::client::ClientSettings;
use quill::components::{EntityKindComponent, EntityPosition, EntityUuid, OnGround};
use vane::{Component, EntityBuilder, EntityRef, SysResult};
use crate::{Client, NetworkId};
pub struct PlayerClientSettings(pub ClientSettings);
impl Component for PlayerClientSettings {}
/// Component that sends the spawn packet for an entity
/// using its components.
pub struct SpawnPacketSender(fn(&EntityRef, &mut Client) -> SysResult);
impl Component for SpawnPacketSender {}
impl SpawnPacketSender {
pub fn send(&self, entity: &EntityRef, client: &mut Client) -> SysResult {
(self.0)(entity, client)
}
}
/// Stores the [`Position`] of an entity on
/// the previous tick. Used to determine
/// when to send movement updates.
#[derive(Copy, Clone, Debug)]
pub struct PreviousPosition(pub Position);
impl Component for PreviousPosition {}
/// Stores the [`OnGround`] status of an entity on
/// the previous tick. Used to determine
/// what movement packet to send.
#[derive(Copy, Clone, Debug)]
pub struct PreviousOnGround(pub OnGround);
impl Component for PreviousOnGround {}
pub fn add_entity_components(builder: &mut EntityBuilder, kind: EntityKind) {
if !builder.has::<NetworkId>() {
builder.add(NetworkId::new());
}
// can't panic because this is only called after both position and onground is added to all entities.
// Position is added in the caller of this function and on_ground is added in the
// build default function. All entity builder functions call the build default function.
let prev_position = builder.get::<EntityPosition>().unwrap();
let on_ground = builder.get::<OnGround>().unwrap();
builder
.add(PreviousPosition(prev_position.0))
.add(PreviousOnGround(on_ground));
add_spawn_packet(builder, kind);
}
fn add_spawn_packet(builder: &mut EntityBuilder, kind: EntityKind) {
// TODO: object entities spawned with Spawn Entity
// (minecarts, items, ...)
let spawn_packet = match kind {
EntityKind::Player => spawn_player,
_ => spawn_living_entity,
};
builder.add(SpawnPacketSender(spawn_packet));
}
fn spawn_player(entity: &EntityRef, client: &mut Client) -> SysResult {
let network_id = *entity.get::<NetworkId>()?;
let uuid = entity.get::<EntityUuid>()?.0;
let pos = entity.get::<EntityPosition>()?;
client.send_player(network_id, uuid, pos.0);
if let Ok(settings) = entity.get::<PlayerClientSettings>() {
client.send_player_model_flags(network_id, settings.0.displayed_skin_parts);
}
Ok(())
}
fn spawn_living_entity(entity: &EntityRef, client: &mut Client) -> SysResult {
let network_id = *entity.get::<NetworkId>()?;
let uuid = entity.get::<EntityUuid>()?.0;
let pos = entity.get::<EntityPosition>()?;
let kind = *entity.get::<EntityKindComponent>()?;
client.send_living_entity(network_id, uuid, pos.0, kind.0);
Ok(())
}